Its completely different though. A very high hit point character could make that jump, take the damage, heal a bit of it with first aid, take a rest ( even get some sleep) and be ready to fight his enemies. This doesn't mean that he is at maximum capacity. He might still be down hp from that fall but can still fight.
The same guy with fewer hp but having the surge/rest mechanic takes the fall which leaves him with only a handful of hp, surges with a a short rest and wound bind, then gets some sleep. When he wakes up he is as ready to fight as if the fall never happened. The brutal fall which nearly claimed his life (mechanically) is forgotten after a brief nap.
This is why the hp system is a poor way to model the effects of injury in general. Hps work ok as a combat resource but with the surges/ healing rates in 4E, something else was needed to model the longer lasting wounds and wasn't addressed at all.
I agree that the HP mechanic does a "poor" job of modeling long term wounds. In either game paradigm.
In the "cinematic version" the wound is forgotten too. It never comes back on-screen, nap or not. Do you ever see John Rambo again with as much as a limp?
I specifically made my example not have the equivalent of an extended rest because the example is of the use of healing surges and that example shows it very well.
In a game that does not have a "healing surge mechanic", the protagonist would have to have much more hit points to simulate the same thing. Character A & B both have 60 HP at full health. Character A is in a game without the Healing Surge mechanic. Both characters fall off a 60 foot cliff. Due to their acrobatic prowess and athletics they both get to take damage as if falling from a 50 foot cliff. When they fall they both take 25 points of damage. So they are both now at 35 HP.
Character B can use as many healing surges as he has left, as soon as he takes a short rest, or he can take one right now if he has not spent his second wind. He decides to use his second wind now and recovers 15 HP, now at 50HP he goes to seek shelter to rest some more, but if he encounters a dangerous creature he is more combat effective. Character A has no way of recovering HP until he rests. So he sets out to seek shelter and wait until tomorrow to recover his level in HP.
Both characters are heroes and both could continue adventuring at this point, it's just that one is able to continue adventuring right now, while the other is not
as capable. If Character B had been out of healing surges, he has the same issue as character A in that he should probably go seek shelter.
Since my games are used to play with "heroic fantasy" characters then, for me, the healing surge mechanic works just fine. I get that people don't like the mechanic and will disallow it on their D&D games, that is their prerogative.
Me, I'm very happy that it exists. It makes it easier to play the kind of games that my players like.